Bikers Abound


Welcome, my beloved readers, to Day Two of Nine Days Nine Legions! Today I bring to you the Harley (Or Triumph depending on your location) riders of the Warhammer 40,000 universe, the White Scars! I have to say, of all the lists i've made in a long time, this is perhaps the most powerful and down right scary one.


Great Hunt Strike Force
Codex: Space Marines
Point Total: 2000pts

HQ
-Kor'sarro Khan - 205 pts
-Moondrakkan

-Command Squad - 285 pts
-Space Marine Bikes
-Company Champion
-Company Standard
-2x Meltaguns
-Power Sword
-Plasma Pistol

Troops
-8x Space Marine Bike Squad - 320 pts
-Power Fist
-2x Plasma Gun
-Added Attack Bike
-Multi-Melta

-8x Space Marine Bike Squad - 320 pts
-Power Fist
-2x Plasma Gun
-Added Attack Bike
-Multi-Melta

-8x Space Marine Bike Squad - 320 pts
-Power Fist
-2x Plasma Gun
-Added Attack Bike
-Multi-Melta

-8x Space Marine Bike Squad - 320 pts
-Power Fist
-2x Plasma Gun
-Added Attack Bike
-Multi-Melta

Fast Attack
-3x Attack Bike Squad - 150 pts
-3x Multi-Melta

-2x Attack Bike Squad - 80 pts
-2x Heavy Bolters

-End List-

Analysis:
-Kor'sarro Khan - This should really be self-explanatory, but in case it's not, i'll make the case for the always awesome Master of the Hunt. First up on the reasons to take Kor'sarro is his titular rule, Master of the Hunt. This might well be one of the best abilities that can be imbued into a squad, providing not only the Hit and Run USR to Khan's squad, but also Furious Charge. Next up, we have the army wide ability to Outflank. I'll say it again. Army-wide Outflank. And lastly, his ability to allow Bike Squads to count as Troop units in a Space Marine List. Oh, and did I forget to mention his Instant Death causing Power Sword, Moonfang?

-Command Squad - I've always found that the Command Squad is a great unit in general (especially the Apothecary), but once you throw it on bikes with Kor'sarro and add a few upgrades, this unit really begins to shine. But i'll go into exactly why I chose the upgrades I chose, just for posterity. The Company Banner's ability to reroll failed morale and pinning tests is a boon to any army, but the +1 wound caused in assault is the real reason to take one of these. The dual meltaguns act as can openers for the squad, allowing Kor'sarro and the rest of the more assault orientated elements of the squad to tear through whatever remains.

-Space Marine Bike Squads - This unit is really one of the best in the codex, as far as i'm concerned. The Multi-Melta attack bike provides handy Anti-Mech fire in a very Mech heavy demographic, along with the Power Fist. On top of that, there's the Twin Plasma Guns to provide anti-MEQ fire, and allow you to deal with those pesky 2+ saves that are becoming so popular. Add the T5 goodness of bikes in general, and you have one mean unit. Of course, you've already heard my thoughts on troop uniformity in my DA post, but if you haven't, check it out!

-Space Marine Attack Bike Squads - Three Multi-Meltas in one T5 unit? Yessir! I also shoehorned a Heavy Bolter squad in as well, just for some anti-Horde fire for those Ork and Nid troop heavy lists we all run into at some point.

-Closing Thoughts - This is definitely one of my favorite lists, and I really hope to see more White Scars players, after they take a look at this!

Special Thanks go to Sladie, Schweet, Demonllamma, and Starminer, for advice and thoughts!

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